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glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.
From the GLSL 1.30 spec, section 8.7 "Texture Lookup Functions": "In all functions below, the bias parameter is optional for fragment shaders. The bias parameter is not accepted in a vertex shader." This was a cut and paste mistake. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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51b1d412ec
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1 changed files with 4 additions and 118 deletions
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@ -496,7 +496,7 @@ ivec3 textureSize(usampler2DArray sampler, int lod);
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ivec2 textureSize(sampler1DArrayShadow sampler, int lod);
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ivec3 textureSize(sampler2DArrayShadow sampler, int lod);
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/* texture - no bias */
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/* texture */
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vec4 texture( sampler1D sampler, float P);
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ivec4 texture(isampler1D sampler, float P);
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uvec4 texture(usampler1D sampler, float P);
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@ -528,38 +528,7 @@ uvec4 texture(usampler2DArray sampler, vec3 P);
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float texture(sampler1DArrayShadow sampler, vec3 P);
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float texture(sampler2DArrayShadow sampler, vec4 P);
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/* texture - bias variants */
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vec4 texture( sampler1D sampler, float P, float bias);
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ivec4 texture(isampler1D sampler, float P, float bias);
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uvec4 texture(usampler1D sampler, float P, float bias);
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vec4 texture( sampler2D sampler, vec2 P, float bias);
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ivec4 texture(isampler2D sampler, vec2 P, float bias);
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uvec4 texture(usampler2D sampler, vec2 P, float bias);
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vec4 texture( sampler3D sampler, vec3 P, float bias);
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ivec4 texture(isampler3D sampler, vec3 P, float bias);
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uvec4 texture(usampler3D sampler, vec3 P, float bias);
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vec4 texture( samplerCube sampler, vec3 P, float bias);
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ivec4 texture(isamplerCube sampler, vec3 P, float bias);
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uvec4 texture(usamplerCube sampler, vec3 P, float bias);
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float texture(sampler1DShadow sampler, vec3 P, float bias);
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float texture(sampler2DShadow sampler, vec3 P, float bias);
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float texture(samplerCubeShadow sampler, vec4 P, float bias);
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vec4 texture( sampler1DArray sampler, vec2 P, float bias);
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ivec4 texture(isampler1DArray sampler, vec2 P, float bias);
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uvec4 texture(usampler1DArray sampler, vec2 P, float bias);
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vec4 texture( sampler2DArray sampler, vec3 P, float bias);
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ivec4 texture(isampler2DArray sampler, vec3 P, float bias);
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uvec4 texture(usampler2DArray sampler, vec3 P, float bias);
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float texture(sampler1DArrayShadow sampler, vec3 P, float bias);
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/* textureProj - no bias */
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/* textureProj */
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vec4 textureProj( sampler1D sampler, vec2 P);
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ivec4 textureProj(isampler1D sampler, vec2 P);
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uvec4 textureProj(usampler1D sampler, vec2 P);
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@ -581,28 +550,6 @@ uvec4 textureProj(usampler3D sampler, vec4 P);
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float textureProj(sampler1DShadow sampler, vec4 P);
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float textureProj(sampler2DShadow sampler, vec4 P);
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/* textureProj - bias variants */
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vec4 textureProj( sampler1D sampler, vec2 P, float bias);
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ivec4 textureProj(isampler1D sampler, vec2 P, float bias);
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uvec4 textureProj(usampler1D sampler, vec2 P, float bias);
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vec4 textureProj( sampler1D sampler, vec4 P, float bias);
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ivec4 textureProj(isampler1D sampler, vec4 P, float bias);
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uvec4 textureProj(usampler1D sampler, vec4 P, float bias);
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vec4 textureProj( sampler2D sampler, vec3 P, float bias);
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ivec4 textureProj(isampler2D sampler, vec3 P, float bias);
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uvec4 textureProj(usampler2D sampler, vec3 P, float bias);
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vec4 textureProj( sampler2D sampler, vec4 P, float bias);
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ivec4 textureProj(isampler2D sampler, vec4 P, float bias);
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uvec4 textureProj(usampler2D sampler, vec4 P, float bias);
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vec4 textureProj( sampler3D sampler, vec4 P, float bias);
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ivec4 textureProj(isampler3D sampler, vec4 P, float bias);
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uvec4 textureProj(usampler3D sampler, vec4 P, float bias);
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float textureProj(sampler1DShadow sampler, vec4 P, float bias);
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float textureProj(sampler2DShadow sampler, vec4 P, float bias);
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/* textureLod */
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vec4 textureLod( sampler1D sampler, float P, float lod);
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ivec4 textureLod(isampler1D sampler, float P, float lod);
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@ -633,7 +580,7 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod);
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float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
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/* textureOffset - no bias */
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/* textureOffset */
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vec4 textureOffset( sampler1D sampler, float P, int offset);
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ivec4 textureOffset(isampler1D sampler, float P, int offset);
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uvec4 textureOffset(usampler1D sampler, float P, int offset);
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@ -659,32 +606,6 @@ uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset);
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float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);
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/* textureOffset - bias variants */
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vec4 textureOffset( sampler1D sampler, float P, int offset, float bias);
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ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias);
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uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias);
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vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
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ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
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uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
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vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias);
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ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias);
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uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias);
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float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias);
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float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
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vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset, float bias);
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ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset, float bias);
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uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset, float bias);
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vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
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ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
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uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
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float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias);
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/* texelFetch */
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vec4 texelFetch( sampler1D sampler, int P, int lod);
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ivec4 texelFetch(isampler1D sampler, int P, int lod);
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@ -727,7 +648,7 @@ uvec4 texelFetchOffset(usampler1DArray sampler, ivec2 P, int lod, int offset);
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ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
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uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
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/* textureProjOffset - no bias */
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/* textureProjOffset */
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vec4 textureProj( sampler1D sampler, vec2 P, int offset);
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ivec4 textureProj(isampler1D sampler, vec2 P, int offset);
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uvec4 textureProj(usampler1D sampler, vec2 P, int offset);
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@ -749,28 +670,6 @@ uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset);
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float textureProj(sampler1DShadow sampler, vec4 P, int offset);
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float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset);
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/* textureProjOffset - bias variants */
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vec4 textureProj( sampler1D sampler, vec2 P, int offset, float bias);
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ivec4 textureProj(isampler1D sampler, vec2 P, int offset, float bias);
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uvec4 textureProj(usampler1D sampler, vec2 P, int offset, float bias);
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vec4 textureProj( sampler1D sampler, vec4 P, int offset, float bias);
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ivec4 textureProj(isampler1D sampler, vec4 P, int offset, float bias);
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uvec4 textureProj(usampler1D sampler, vec4 P, int offset, float bias);
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vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset, float bias);
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ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset, float bias);
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uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset, float bias);
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vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset, float bias);
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ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset, float bias);
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uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset, float bias);
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vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset, float bias);
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ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset, float bias);
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uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset, float bias);
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float textureProj(sampler1DShadow sampler, vec4 P, int offset, float bias);
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float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset, float bias);
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/* textureLodOffset */
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vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset);
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ivec4 textureLodOffset(isampler1D sampler, float P, float lod, int offset);
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@ -954,9 +853,6 @@ float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o)
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vec4 texture1D (sampler1D sampler, float coord);
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vec4 texture1DProj (sampler1D sampler, vec2 coord);
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vec4 texture1DProj (sampler1D sampler, vec4 coord);
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vec4 texture1D (sampler1D sampler, float coord, float bias);
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vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
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vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
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vec4 texture1DLod (sampler1D sampler, float coord, float lod);
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vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
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vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
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@ -964,32 +860,22 @@ vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
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vec4 texture2D (sampler2D sampler, vec2 coord);
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vec4 texture2DProj (sampler2D sampler, vec3 coord);
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vec4 texture2DProj (sampler2D sampler, vec4 coord);
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vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
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vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
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vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
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vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
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vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
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vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
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vec4 texture3D (sampler3D sampler, vec3 coord);
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vec4 texture3DProj (sampler3D sampler, vec4 coord);
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vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
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vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
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vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
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vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
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vec4 textureCube (samplerCube sampler, vec3 coord);
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vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
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vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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vec4 shadow1D (sampler1DShadow sampler, vec3 coord);
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vec4 shadow2D (sampler2DShadow sampler, vec3 coord);
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vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord);
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vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord);
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vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
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vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
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vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias);
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vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias);
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vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod);
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vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
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vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
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